Community Q&A 6 - MechLab
#61
Posted 04 April 2012 - 01:20 PM
Additionally, will we have the option of removing the Lower Arm Actuator so that we can flip arms to attack targets in our rear arc? And (I apologize if this was answered in a previous Q&A, I think it was but I don't remember) will we be able to mount rear-facing weapons?
#62
Posted 04 April 2012 - 01:23 PM
Could be a viable piece of equipment in the right situation.
#63
Posted 04 April 2012 - 02:06 PM
How do you plan to differentiate the interface to explain in an easily understandable way why you can/cannot mount certain equipment? as far as I can tell, there are 3 restrictions - Tonnage, Slot(crit) space, and 'type' of equipment. This is a relatively complex level of information to process for newcomers (and can sometimes baffle experienced Mechwarriors trying to tweak their builds).
Is it possible to switch between different engine types (Compact, XL, Standard, Light), gyro types(Compact, Heavy Duty, Light, Standard), cockpit sizes (small/med/large)?
Do variants with jump jets allow you to build jumpjets into any mech of that chassis, or only on that variant?
If you fit, say, 4 small lasers into a slot that previously held 1 large laser and 2 medium lasers, would it be visually different (and more to the point, accurately reflect the loadout to look at it from the outside) ?
Do the variants have only the hardpoints that they come with equipped gear in, or are there possibly unused hardpoints on each variant? IE; an Atlas has LRM's, an AC20, and 4 Med lasers, but could the arms have 2 or more 'energy' hardpoints(or unused other types) even if they only mount a medium laser in default? If so, to what degree of flexibility? Maybe 1-2 per mech, 5, or upwards of 10?
Will McMech ever become accepted in Canon? We're rooting for you, McMech!
Edited by monky, 04 April 2012 - 02:08 PM.
#64
Posted 04 April 2012 - 02:10 PM
Can you explain, in more detail, how the inventory system works and how items move to and from it?
Edited by Mason Grimm, 05 April 2012 - 05:06 AM.
Alex Trebec would want this in the form of a question, so I edited it!
#65
Posted 04 April 2012 - 03:02 PM
So my question is this "If there is a variant that has jump jets will we be able to put them on mechs that dont normally have them but have canon variants with them
#66
Posted 04 April 2012 - 03:28 PM
Will we be able to save the different custom builds of a chassis to allow easy switching between them, or will we have only one chassis of each variant that we have to manually reconfigure each time?
#67
Posted 04 April 2012 - 03:39 PM
#68
Posted 04 April 2012 - 04:04 PM
Can we save skin/color choice/decal layouts as a scheme template for quick selection and can we give people our saved schemes so they can wear our unit colors?
Will internal structures be determined by mechlab choice or are those static based on the variant we choose?
Will we be able to choose armor types found in 3049 or do we buy more expensive armor after the techs have rebuilt the mech after a battle?
Will we be able to trade or give away old modules, weapons, components, etc to others? ( I hope not)
Player-created decals?
Edited by LakeDaemon, 04 April 2012 - 04:49 PM.
#69
Posted 04 April 2012 - 06:13 PM
eg. If the player deleted a heat sink and moved the criticals around a little, could they mount a PPC in the LL's slot? Could I use an AC2's ballistic hardpoint to mount a gauss if I tinkered enough?
#70
Posted 04 April 2012 - 07:00 PM
Quote
How is "appropriate slot" defined? Can I put an AMS in the critical slot that should be where the weapons go, or are there some sort of equipment hardpoints that you need to put equipment in?
#71
Posted 04 April 2012 - 08:00 PM
The obvious classes are Energy, Ballistic and Missile, but weapons can be broken down further into subcategories. Ballistic weapons can fall into up to five subcategories machine guns, autocannons, ultra autocannons, lb-x autocannons and gauss rifles.
Machine guns:
MG
Heavy MG
Light MG
Autocannons:
AC/2
AC/5
AC/10
AC/20
Ultra Autocannons:
UAC-2
UAC-5
UAC-10
UAC-20
LB-X Autaocannons:
LB-2X
LB-5X
LB-10X
LB-20X
Gauss Rifles:
Gauss Rifle
Light GR
Heavy GR
King David GR (battle armor MG like gauss rifle used to replace MGs)
Antipersonnel GR (Clan version of the King David)
Missiles have similar subcategories with Long (LRM), Medium (MRM) and Short (SRM) range missiles as well as streak SRMs and Thunderbolt missiles (and Arrow IV artillery missiles which I would group separately). Energy weapons also have a number of categories, standard, Extended Range (ER), pulse, heavy and PPC.
The mechlab will offer quite different levels of customization depending on the level of subclassification used.
#72
Posted 04 April 2012 - 08:32 PM
just curious, I would actually like to buy a laser every time, or a AC, or a Gauss...
what about selling a weapon you have/salvaged?
#73
Posted 04 April 2012 - 08:38 PM
Edited by WerewolfX, 04 April 2012 - 08:39 PM.
#74
Posted 04 April 2012 - 10:30 PM
Edited by Mason Grimm, 05 April 2012 - 05:10 AM.
Removed all the unnecessary things
#75
Posted 04 April 2012 - 11:55 PM
Will we be able to stack modules? Say i have three "Decrease Missle Lock Time by 2.5%" modules. Am i able to put all three of them on one mech if I have the mod space? And (if stacking if permited) how will the stacking rule work? Will it be additive or multiplicative?
#76
Posted 05 April 2012 - 02:53 AM
Let's say I bought myself a new shiny Atlas (which I won't but that's irrelevant) and want to replace some weapons to make it more feasible for open area combat (which the AS7-D is rather crappy at due to its short range armament).
I could replace the AC/20 (10 Cits and 14 Tons) for an AC/10 (7 Crits and 12 Tons) and keep the Ammo as it is. (I saved 2 Tons)
I could then replace the SRM6 and the LRM20 with their Ammo (2+5+3 Crits and 3+10+3 Tons) for two LRM15 with 2 Tons of Ammo each (3+3+4 Crits and 7+7+4 Tons) giving it more range and staying power due to its increased Ammo/decreased weapon size.
All that is fine, but I can do nothing with those 4 Medium lasers, except removing them all and replacing them with1 Large Laser by also removing 1 HeatSink (or 1 Ton of Ammo or Armor) wich makes no sense at all.
So my question is this : If I have 1 HardPoint of a given Type is this HardPoint restricted by the Size (CritSpace) of the removed weapon (1 Medium Laser in each Arm, means 1 Energy Based Crit in each arm) or could I place a bigger weapon onto that HardPoint given I have enough free CritSpace (The AS7-D has only 1 Medium Laser, 1 HeatSink and the actuators in each arm and nothing else, leaving 6 Points of CritSpace empty)?
I think (if read the DevBlog correctly) the other way around is possible (Swapping 1 Large Laser for 2 Medium Lasers) which to my mind makes sense regarding CritSpace (and the TT rules) but makes actually less sense in that I would replace 1 weapon (1 HardPoint) with 2.
Could you please clarify?
PS.: Also what is Ammo? Does it belong to its Type (LRM = Missile Hardpoint, AC = Ballistic Hardpoint) or is it Equipment (like HeatSinks) and if it is Equipment could I place it in the legs although the weapons are in the arms or has it to be near (max. one location removed) its weapon?
Edit: Spelling
Edited by Nighthound, 05 April 2012 - 02:58 AM.
#77
Posted 05 April 2012 - 03:06 AM
Namwons, on 04 April 2012 - 11:55 PM, said:
To follow on from that, if I spend the XP to unlock "Decrease Missile Lock Time 2.5%" 3 times, can I buy a single level 3 module which gives "Decrease Missile Lock Time 7.5%", or do I have to buy 3 level 1 "Decrease Missile Lock Time 2.5%" modules? I don't like the later option, because it commits all of your module slots to one thing.
Edited by Soviet Alex, 05 April 2012 - 02:18 PM.
#78
Posted 05 April 2012 - 05:10 AM
Question is:
will it take time to costumize your Mech?
Keep it up!
#79
Posted 05 April 2012 - 05:22 AM
Will be limited to "Level 1" to start with or will we have the time specific "Level 2" tech ie ERLL etc available and if so will it be limited to the appropriate factions only?
Thank you.
#80
Posted 05 April 2012 - 05:54 AM
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